diff options
author | Kenneth Russel <[email protected]> | 2005-05-27 19:45:51 +0000 |
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committer | Kenneth Russel <[email protected]> | 2005-05-27 19:45:51 +0000 |
commit | 9d209d3b6ae12604e666d7b655bd1f19e70ee48b (patch) | |
tree | 5eb780835a316cbb62a9718a2757a3d51c31adb5 /src/demos/hdr/shaders/cg/hdr.cg | |
parent | 02acfb8e24959f43cada34366598236a51b782bb (diff) |
Added Java/JOGL port of NVidia HDR demo.
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/../svn-server-sync/jogl-demos/trunk@80 3298f667-5e0e-4b4a-8ed4-a3559d26a5f4
Diffstat (limited to 'src/demos/hdr/shaders/cg/hdr.cg')
-rwxr-xr-x | src/demos/hdr/shaders/cg/hdr.cg | 130 |
1 files changed, 130 insertions, 0 deletions
diff --git a/src/demos/hdr/shaders/cg/hdr.cg b/src/demos/hdr/shaders/cg/hdr.cg new file mode 100755 index 0000000..3a0cafd --- /dev/null +++ b/src/demos/hdr/shaders/cg/hdr.cg @@ -0,0 +1,130 @@ +/* + Cg functions to decode and filter textures in Radiance (RGBE) high dynamic range format + sgg 2/15/02 + + http://www.graphics.cornell.edu/~bjw/rgbe.html +*/ + +#if 0 +typedef float4 vec4; +typedef float3 vec3; +typedef float2 vec2; +typedef float real; +#define texRECT f4texRECT +#define texCUBE f4texCUBE +#else +typedef half4 vec4; +typedef half3 vec3; +typedef half2 vec2; +typedef half real; +#define texRECT h4texRECT +#define texCUBE h4texCUBE +#endif + +struct fragin +{ + float4 wpos : WPOS; + float3 tex0 : TEXCOORD0; + float3 tex1 : TEXCOORD1; + float4 col0 : COLOR0; +}; + +// Lookup in RGBE-encoded rectangle texture +vec3 texRECT_RGBE(uniform samplerRECT tex, float2 t) +{ + vec4 rgbe = texRECT(tex, t); + real e = (rgbe[3] * 255) - 128; + return rgbe.xyz * exp2(e); +} + +// Lookup in RGBE-encoded cube map texture +vec3 texCUBE_RGBE(uniform samplerCUBE tex, float3 t) +{ + vec4 rgbe = texCUBE(tex, t); + real e = (rgbe[3] * 255) - 128; + return rgbe.xyz * exp2(e); +} + +// Lookup in RGBE-encoded rectangle texture with filtering +vec3 texRECT_RGBE_Bilinear(uniform samplerRECT tex, half2 t) +{ + float2 f = frac(t); + vec3 t0 = texRECT_RGBE(tex, t); + vec3 t1 = texRECT_RGBE(tex, t + half2(1,0) ); + vec3 t2 = lerp(t0, t1, f[0]); + t0 = texRECT_RGBE(tex, t + half2(0,1) ); + t1 = texRECT_RGBE(tex, t + half2(1,1) ); + t0 = lerp(t0, t1, f[0]); + t0 = lerp(t2, t0, f[1]); + return t0; +} + +// Lookup in cubemap encoded as two HILO cube maps +vec3 texCUBE_hilo(uniform samplerCUBE rg_tex : TEXUNIT0, uniform samplerCUBE b_tex : TEXUNIT1, float3 t) +{ + vec3 c; + c.xy = texCUBE(rg_tex, t).xy; + c.z = texCUBE(b_tex, t).x; +// c = c * c; + return c; +} + +// Lookup in rectangle texture encoded as two HILO cube maps +vec3 texRECT_hilo(uniform samplerRECT rg_tex : TEXUNIT0, uniform samplerRECT b_tex : TEXUNIT1, float2 t) +{ + vec3 c; + c.xy = texRECT(rg_tex, t).xy; + c.z = texRECT(b_tex, t).x; + return c; +} + +// bilinear lookup in float texture +vec4 texRECT_bilinear(uniform samplerRECT tex, half2 t) +{ + float2 f = frac(t); + vec4 t0 = texRECT(tex, t); + vec4 t1 = texRECT(tex, t + half2(1,0) ); + vec4 t2 = lerp(t0, t1, f[0]); + t0 = texRECT(tex, t + half2(0,1) ); + t1 = texRECT(tex, t + half2(1,1) ); + t0 = lerp(t0, t1, f[0]); + t0 = lerp(t2, t0, f[1]); + return t0; +} + +// applying vignetting based on window coordinates +void vignette(inout float3 c, float4 wpos, const float2 win_bias, const float2 win_scale) +{ + // convert window coord to [-1, 1] range + wpos.xy = (wpos.xy - win_bias) * win_scale; + // calculate distance from origin + float r = length(wpos.xy); + r = 1.0 - smoothstep(0.8, 1.5, r); + c = c * r; +} + +// refraction function from Renderman spec +// I = incident direction, N = normal, eta = relative index of refraction +half3 my_refract(half3 I, half3 N, half eta) +{ + half IdotN = dot(I,N); + half k = 1 - eta*eta*(1 - IdotN*IdotN); + + return eta*I - (eta*IdotN + sqrt(k))*N; +} + +// fresnel approximation +half my_fresnel(half3 I, half3 N, half power, half scale, half bias) +{ + return bias + (pow(max(0.0, 1.0 - dot(I, N)), power) * scale); +} + +// transform a direction vector by a 4x4 matrix +float3 transform_dir(float4x4 m, float3 v) +{ + float3 o; + o.x = dot(v, m._11_12_13); + o.y = dot(v, m._21_22_23); + o.z = dot(v, m._31_32_33); + return o; +} |